

varying vec3 vNormal;
varying vec3 vView;
varying vec2 vTexCoord;
varying vec2 vReflectionCoord;

uniform sampler2D	gReflectionMap;
uniform sampler2D	gSurface;

void main() {

	vec3 vRefract = vec3(0,0,0);
	vec3 vReflect = textureCube(gReflectionMap, vReflectionCoord);

	// mix( mix(vRefract, vReflect, 0.5).rgb, texture2D(gSurface, vTexCoord).rgb, 0.4)
	gl_FragColor = vec4(vReflect, 0.5);
}
